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+
+
+// DO NOT EDIT !
+// This file is generated using the MantaFlow preprocessor (prep generate).
+
+/******************************************************************************
+ *
+ * MantaFlow fluid solver framework
+ * Copyright 2011 Tobias Pfaff, Nils Thuerey
+ *
+ * This program is free software, distributed under the terms of the
+ * Apache License, Version 2.0
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Mesh edge collapse and subdivision
+ *
+ ******************************************************************************/
+
+/******************************************************************************/
+// Copyright note:
+//
+// These functions (C) Chris Wojtan
+// Long-term goal is to unify with his split&merge codebase
+//
+/******************************************************************************/
+
+#include "edgecollapse.h"
+#include <queue>
+
+using namespace std;
+
+namespace Manta {
+
+// 8-point butterfly subdivision scheme (as described by Brochu&Bridson 2009)
+Vec3 ButterflySubdivision(Mesh &m, const Corner &ca, const Corner &cb)
+{
+ Vec3 p = m.nodes(m.corners(ca.prev).node).pos + m.nodes(m.corners(ca.next).node).pos;
+ Vec3 q = m.nodes(ca.node).pos + m.nodes(cb.node).pos;
+ Vec3 r = m.nodes(m.corners(m.corners(ca.next).opposite).node).pos +
+ m.nodes(m.corners(m.corners(ca.prev).opposite).node).pos +
+ m.nodes(m.corners(m.corners(cb.next).opposite).node).pos +
+ m.nodes(m.corners(m.corners(cb.prev).opposite).node).pos;
+ return (8 * p + 2 * q - r) / 16.0;
+}
+
+// Modified Butterfly Subdivision Scheme from:
+// Interpolating Subdivision for Meshes with Arbitrary Topology
+// Denis Zorin, Peter Schroder, and Wim Sweldens
+// input the Corner that satisfies the following:
+// c.prev.node is the extraordinary vertex,
+// and c.next.node is the other vertex involved in the subdivision
+Vec3 OneSidedButterflySubdivision(Mesh &m, const int valence, const Corner &c)
+{
+ Vec3 out;
+ Vec3 p0 = m.nodes(m.corners(c.prev).node).pos;
+ Vec3 p1 = m.nodes(m.corners(c.next).node).pos;
+
+ if (valence == 3) {
+ Vec3 p2 = m.nodes(c.node).pos;
+ Vec3 p3 = m.nodes(m.corners(m.corners(c.next).opposite).node).pos;
+ out = (5.0 / 12.0) * p1 - (1.0 / 12.0) * (p2 + p3) + 0.75 * p0;
+ }
+ else if (valence == 4) {
+ Vec3 p2 = m.nodes(m.corners(m.corners(c.next).opposite).node).pos;
+ out = 0.375 * p1 - 0.125 * p2 + 0.75 * p0;
+ }
+ else {
+ // rotate around extraordinary vertex,
+ // calculate subdivision weights,
+ // and interpolate vertex position
+ double rv = 1.0 / (double)valence;
+ out = 0.0;
+ int current = c.prev;
+ for (int j = 0; j < valence; j++) {
+ double s = (0.25 + cos(2 * M_PI * j * rv) + 0.5 * cos(4 * M_PI * j * rv)) * rv;
+ Vec3 p = m.nodes(m.corners(m.corners(current).prev).node).pos;
+
+ out += s * p;
+ current = m.corners(m.corners(m.corners(current).next).opposite).next;
+ }
+ out += 0.75 * m.nodes(m.corners(c.prev).node).pos;
+ }
+ return out;
+}
+
+// Modified Butterfly Subdivision Scheme from:
+// Interpolating Subdivision for Meshes with Arbitrary Topology
+// Denis Zorin, Peter Schroder, and Wim Sweldens
+Vec3 ModifiedButterflySubdivision(Mesh &m,
+ const Corner &ca,
+ const Corner &cb,
+ const Vec3 &fallback)
+{
+ // calculate the valence of the two parent vertices
+ int start = ca.prev;
+ int current = start;
+ int valenceA = 0;
+ do {
+ valenceA++;
+ int op = m.corners(m.corners(current).next).opposite;
+ if (op < 0)
+ return fallback;
+ current = m.corners(op).next;
+ } while (current != start);
+ start = ca.next;
+ current = start;
+ int valenceB = 0;
+ do {
+ valenceB++;
+ int op = m.corners(m.corners(current).next).opposite;
+ if (op < 0)
+ return fallback;
+ current = m.corners(op).next;
+ } while (current != start);
+
+ // if both vertices have valence 6, use butterfly subdivision
+ if (valenceA == 6 && valenceB == 6) {
+ return ButterflySubdivision(m, ca, cb);
+ }
+ else if (valenceA == 6) // use a one-sided scheme
+ {
+ return OneSidedButterflySubdivision(m, valenceB, cb);
+ }
+ else if (valenceB == 6) // use a one-sided scheme
+ {
+ return OneSidedButterflySubdivision(m, valenceA, ca);
+ }
+ else // average the results from two one-sided schemes
+ {
+ return 0.5 * (OneSidedButterflySubdivision(m, valenceA, ca) +
+ OneSidedButterflySubdivision(m, valenceB, cb));
+ }
+}
+
+bool gAbort = false;
+
+// collapse an edge on triangle "trinum".
+// "which" is 0,1, or 2,
+// where which==0 is the triangle edge from p0 to p1,
+// which==1 is the triangle edge from p1 to p2,
+// and which==2 is the triangle edge from p2 to p0,
+void CollapseEdge(Mesh &m,
+ const int trinum,
+ const int which,
+ const Vec3 &edgevect,
+ const Vec3 &endpoint,
+ vector<int> &deletedNodes,
+ std::map<int, bool> &taintedTris,
+ int &numCollapses,
+ bool doTubeCutting)
+{
+ if (gAbort)
+ return;
+ // I wanted to draw a pretty picture of an edge collapse,
+ // but I don't know how to make wacky angled lines in ASCII.
+ // Instead, I will show the before case and tell you what needs to be done.
+
+ // BEFORE:
+ // *
+ // / \.
+ // /C0 \.
+ // / \.
+ // / \.
+ // / B \.
+ // / \.
+ // /C1 C2 \.
+ // P0 *---------------* P1
+ // \C2 C1 /
+ // \ /
+ // \ A /
+ // \ /
+ // \ /
+ // \C0 /
+ // \ /
+ // *
+ //
+ // We are going to collapse the edge between P0 and P1
+ // by deleting P1,
+ // and taking all references to P1,
+ // and rerouting them to P0 instead
+ //
+ // What we need to do:
+ // Move position of P0
+ // Preserve connectivity in both triangles:
+ // (C1.opposite).opposite = C2.o
+ // (C2.opposite).opposite = C1.o
+ // Delete references to Corners of deleted triangles in both P0 and P1's Corner list
+ // Reassign references to P1:
+ // loop through P1 triangles:
+ // rename P1 references to P0 in p lists.
+ // rename Corner.v references
+ // Copy P1's list of Corners over to P0's list of Corners
+ // Delete P1
+
+ Corner ca_old[3], cb_old[3];
+ ca_old[0] = m.corners(trinum, which);
+ ca_old[1] = m.corners(ca_old[0].next);
+ ca_old[2] = m.corners(ca_old[0].prev);
+ bool haveB = false;
+ if (ca_old[0].opposite >= 0) {
+ cb_old[0] = m.corners(ca_old[0].opposite);
+ cb_old[1] = m.corners(cb_old[0].next);
+ cb_old[2] = m.corners(cb_old[0].prev);
+ haveB = true;
+ }
+ if (!haveB) {
+ // for now, don't collapse
+ return;
+ }
+
+ int P0 = ca_old[2].node;
+ int P1 = ca_old[1].node;
+
+ ///////////////
+ // avoid creating nonmanifold edges
+ bool nonmanifold = false;
+ bool nonmanifold2 = false;
+
+ set<int> &ring0 = m.get1Ring(P0).nodes;
+ set<int> &ring1 = m.get1Ring(P1).nodes;
+
+ // check for intersections of the 1-rings of P0,P1
+ int cl = 0, commonVert = -1;
+ for (set<int>::iterator it = ring1.begin(); it != ring1.end(); ++it)
+ if (ring0.find(*it) != ring0.end()) {
+ cl++;
+ if (*it != ca_old[0].node && *it != cb_old[0].node)
+ commonVert = *it;
+ }
+
+ nonmanifold = cl > 2;
+ nonmanifold2 = cl > 3;
+
+ if (nonmanifold && ca_old[1].opposite >= 0 && cb_old[1].opposite >= 0 &&
+ ca_old[2].opposite >= 0 &&
+ cb_old[2].opposite >= 0) // collapsing this edge would create a non-manifold edge
+ {
+ if (nonmanifold2)
+ return;
+
+ bool topTet = false;
+ bool botTet = false;
+ // check if collapsing this edge will collapse a tet.
+ if (m.corners(ca_old[1].opposite).node == m.corners(ca_old[2].opposite).node)
+ botTet = true;
+
+ if (m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node)
+ topTet = true;
+
+ if (topTet ^ botTet) {
+
+ // safe pyramid case.
+ // collapse the whole tet!
+ // First collapse the top of the pyramid,
+ // then carry on collapsing the original verts.
+ Corner cc_old[3], cd_old[3];
+ if (botTet)
+ cc_old[0] = m.corners(ca_old[1].opposite);
+ else // topTet
+ cc_old[0] = cb_old[2];
+ cc_old[1] = m.corners(cc_old[0].next);
+ cc_old[2] = m.corners(cc_old[0].prev);
+ if (cc_old[0].opposite < 0)
+ return;
+ cd_old[0] = m.corners(cc_old[0].opposite);
+ cd_old[1] = m.corners(cd_old[0].next);
+ cd_old[2] = m.corners(cd_old[0].prev);
+ int P2 = cc_old[2].node;
+ int P3 = cc_old[1].node;
+
+ // update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
+ for (int i = 0; i < m.numTriChannels(); i++) {
+ }; // TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
+
+ m.mergeNode(P2, P3);
+
+ // Preserve connectivity in both triangles
+ if (cc_old[1].opposite >= 0)
+ m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
+ if (cc_old[2].opposite >= 0)
+ m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
+ if (cd_old[1].opposite >= 0)
+ m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
+ if (cd_old[2].opposite >= 0)
+ m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
+
+ ////////////////////
+ // mark the two triangles and the one node for deletion
+ int tmpTrinum = cc_old[0].tri;
+ int tmpOthertri = cd_old[0].tri;
+ m.removeTriFromLookup(tmpTrinum);
+ m.removeTriFromLookup(tmpOthertri);
+ taintedTris[tmpTrinum] = true;
+ taintedTris[tmpOthertri] = true;
+ deletedNodes.push_back(P3);
+
+ numCollapses++;
+
+ // recompute Corners for triangles A and B
+ if (botTet)
+ ca_old[0] = m.corners(ca_old[2].opposite);
+ else
+ ca_old[0] = m.corners(ca_old[1].prev);
+ ca_old[1] = m.corners(ca_old[0].next);
+ ca_old[2] = m.corners(ca_old[0].prev);
+ cb_old[0] = m.corners(ca_old[0].opposite);
+ cb_old[1] = m.corners(cb_old[0].next);
+ cb_old[2] = m.corners(cb_old[0].prev);
+
+ ///////////////
+ // avoid creating nonmanifold edges... again
+ ring0 = m.get1Ring(ca_old[2].node).nodes;
+ ring1 = m.get1Ring(ca_old[1].node).nodes;
+
+ // check for intersections of the 1-rings of P0,P1
+ cl = 0;
+ for (set<int>::iterator it = ring1.begin(); it != ring1.end(); ++it)
+ if (*it != ca_old[0].node && ring0.find(*it) != ring0.end())
+ cl++;
+
+ if (cl > 2) { // nonmanifold
+ // this can happen if collapsing the first tet leads to another similar collapse that
+ // requires the collapse of a tet. for now, just move on and pick this up later.
+
+ // if the original component was very small, this first collapse could have led to a tiny
+ // piece of nonmanifold geometry. in this case, just delete everything that remains.
+ if (m.corners(ca_old[0].opposite).tri == cb_old[0].tri &&
+ m.corners(ca_old[1].opposite).tri == cb_old[0].tri &&
+ m.corners(ca_old[2].opposite).tri == cb_old[0].tri) {
+ taintedTris[ca_old[0].tri] = true;
+ taintedTris[cb_old[0].tri] = true;
+ m.removeTriFromLookup(ca_old[0].tri);
+ m.removeTriFromLookup(cb_old[0].tri);
+ deletedNodes.push_back(ca_old[0].node);
+ deletedNodes.push_back(ca_old[1].node);
+ deletedNodes.push_back(ca_old[2].node);
+ }
+ return;
+ }
+ }
+ else if (topTet && botTet && ca_old[1].opposite >= 0 && ca_old[2].opposite >= 0 &&
+ cb_old[1].opposite >= 0 && cb_old[2].opposite >= 0) {
+ if (!(m.corners(ca_old[1].opposite).node == m.corners(ca_old[2].opposite).node &&
+ m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node &&
+ (m.corners(ca_old[1].opposite).node == m.corners(cb_old[1].opposite).node ||
+ (m.corners(ca_old[1].opposite).node == cb_old[0].node &&
+ m.corners(cb_old[1].opposite).node == ca_old[0].node)))) {
+ // just collapse one for now.
+
+ // collapse the whole tet!
+ // First collapse the top of the pyramid,
+ // then carry on collapsing the original verts.
+ Corner cc_old[3], cd_old[3];
+
+ // collapse top
+ {
+ cc_old[0] = m.corners(ca_old[1].opposite);
+ cc_old[1] = m.corners(cc_old[0].next);
+ cc_old[2] = m.corners(cc_old[0].prev);
+ if (cc_old[0].opposite < 0)
+ return;
+ cd_old[0] = m.corners(cc_old[0].opposite);
+ cd_old[1] = m.corners(cd_old[0].next);
+ cd_old[2] = m.corners(cd_old[0].prev);
+ int P2 = cc_old[2].node;
+ int P3 = cc_old[1].node;
+
+ // update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
+ // TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
+
+ m.mergeNode(P2, P3);
+
+ // Preserve connectivity in both triangles
+ if (cc_old[1].opposite >= 0)
+ m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
+ if (cc_old[2].opposite >= 0)
+ m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
+ if (cd_old[1].opposite >= 0)
+ m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
+ if (cd_old[2].opposite >= 0)
+ m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
+
+ ////////////////////
+ // mark the two triangles and the one node for deletion
+ int tmpTrinum = cc_old[0].tri;
+ int tmpOthertri = cd_old[0].tri;
+ taintedTris[tmpTrinum] = true;
+ taintedTris[tmpOthertri] = true;
+ m.removeTriFromLookup(tmpTrinum);
+ m.removeTriFromLookup(tmpOthertri);
+ deletedNodes.push_back(P3);
+
+ numCollapses++;
+ }
+ // then collapse bottom
+ {
+ // cc_old[0] = [ca_old[1].opposite;
+ cc_old[0] = cb_old[2];
+ cc_old[1] = m.corners(cc_old[0].next);
+ cc_old[2] = m.corners(cc_old[0].prev);
+ if (cc_old[0].opposite < 0)
+ return;
+ cd_old[0] = m.corners(cc_old[0].opposite);
+ cd_old[1] = m.corners(cd_old[0].next);
+ cd_old[2] = m.corners(cd_old[0].prev);
+ int P2 = cc_old[2].node;
+ int P3 = cc_old[1].node;
+
+ // update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
+ // TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
+
+ m.mergeNode(P2, P3);
+
+ // Preserve connectivity in both triangles
+ if (cc_old[1].opposite >= 0)
+ m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
+ if (cc_old[2].opposite >= 0)
+ m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
+ if (cd_old[1].opposite >= 0)
+ m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
+ if (cd_old[2].opposite >= 0)
+ m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
+
+ ////////////////////
+ // mark the two triangles and the one node for deletion
+ int tmpTrinum = cc_old[0].tri;
+ int tmpOthertri = cd_old[0].tri;
+ taintedTris[tmpTrinum] = true;
+ taintedTris[tmpOthertri] = true;
+ deletedNodes.push_back(P3);
+
+ numCollapses++;
+ }
+
+ // Though we've collapsed a lot of stuff, we still haven't collapsed the original edge.
+ // At this point we still haven't guaranteed that this original collapse weill be safe.
+ // quit for now, and we'll catch the remaining short edges the next time this function is
+ // called.
+ return;
+ }
+ }
+ else if (doTubeCutting) {
+ // tube case
+ // cout<<"CollapseEdge:tube case" << endl;
+
+ // find the edges that touch the common vert
+ int P2 = commonVert;
+ int P1P2 = -1, P2P1, P2P0 = -1, P0P2 = -1; // corners across from the cutting seam
+ int start = ca_old[0].next;
+ int end = cb_old[0].prev;
+ int current = start;
+ do {
+ // rotate around vertex P1 counter-clockwise
+ int op = m.corners(m.corners(current).next).opposite;
+ if (op < 0)
+ errMsg("tube cutting failed, no opposite");
+ current = m.corners(op).next;
+
+ if (m.corners(m.corners(current).prev).node == commonVert)
+ P1P2 = m.corners(current).next;
+ } while (current != end);
+
+ start = ca_old[0].prev;
+ end = cb_old[0].next;
+ current = start;
+ do {
+ // rotate around vertex P0 clockwise
+ int op = m.corners(m.corners(current).prev).opposite;
+ if (op < 0)
+ errMsg("tube cutting failed, no opposite");
+
+ current = m.corners(op).prev;
+ if (m.corners(m.corners(current).next).node == commonVert)
+ P2P0 = m.corners(current).prev;
+ } while (current != end);
+
+ if (P1P2 < 0 || P2P0 < 0)
+ errMsg("tube cutting failed, ill geometry");
+
+ P2P1 = m.corners(P1P2).opposite;
+ P0P2 = m.corners(P2P0).opposite;
+
+ // duplicate vertices on the top half of the cut,
+ // and use them to split the tube at this seam
+ int P0b = m.addNode(Node(m.nodes(P0).pos));
+ int P1b = m.addNode(Node(m.nodes(P1).pos));
+ int P2b = m.addNode(Node(m.nodes(P2).pos));
+ for (int i = 0; i < m.numNodeChannels(); i++) {
+ m.nodeChannel(i)->addInterpol(P0, P0, 0.5);
+ m.nodeChannel(i)->addInterpol(P1, P1, 0.5);
+ m.nodeChannel(i)->addInterpol(P2, P2, 0.5);
+ }
+
+ // offset the verts in the normal directions to avoid self intersections
+ Vec3 offsetVec = cross(m.nodes(P1).pos - m.nodes(P0).pos, m.nodes(P2).pos - m.nodes(P0).pos);
+ normalize(offsetVec);
+ offsetVec *= 0.01; // HACK:
+ m.nodes(P0).pos -= offsetVec;
+ m.nodes(P1).pos -= offsetVec;
+ m.nodes(P2).pos -= offsetVec;
+ m.nodes(P0b).pos += offsetVec;
+ m.nodes(P1b).pos += offsetVec;
+ m.nodes(P2b).pos += offsetVec;
+
+ // create a list of all triangles which touch P0, P1, and P2 from the top,
+ map<int, bool> topTris;
+ start = cb_old[0].next;
+ end = m.corners(P0P2).prev;
+ current = start;
+ topTris[start / 3] = true;
+ do {
+ // rotate around vertex P0 counter-clockwise
+ current = m.corners(m.corners(m.corners(current).next).opposite).next;
+ topTris[current / 3] = true;
+ } while (current != end);
+ start = m.corners(P0P2).next;
+ end = m.corners(P2P1).prev;
+ current = start;
+ topTris[start / 3] = true;
+ do {
+ // rotate around vertex P0 counter-clockwise
+ current = m.corners(m.corners(m.corners(current).next).opposite).next;
+ topTris[current / 3] = true;
+ } while (current != end);
+ start = m.corners(P2P1).next;
+ end = cb_old[0].prev;
+ current = start;
+ topTris[start / 3] = true;
+ do {
+ // rotate around vertex P0 counter-clockwise
+ current = m.corners(m.corners(m.corners(current).next).opposite).next;
+ topTris[current / 3] = true;
+ } while (current != end);
+
+ // create two new triangles,
+ int Ta = m.addTri(Triangle(P0, P1, P2));
+ int Tb = m.addTri(Triangle(P1b, P0b, P2b));
+ for (int i = 0; i < m.numTriChannels(); i++) {
+ m.triChannel(i)->addNew();
+ m.triChannel(i)->addNew();
+ }
+
+ // sew the tris to close the cut on each side
+ for (int c = 0; c < 3; c++)
+ m.addCorner(Corner(Ta, m.tris(Ta).c[c]));
+ for (int c = 0; c < 3; c++)
+ m.addCorner(Corner(Tb, m.tris(Tb).c[c]));
+ for (int c = 0; c < 3; c++) {
+ m.corners(Ta, c).next = 3 * Ta + ((c + 1) % 3);
+ m.corners(Ta, c).prev = 3 * Ta + ((c + 2) % 3);
+ m.corners(Tb, c).next = 3 * Tb + ((c + 1) % 3);
+ m.corners(Tb, c).prev = 3 * Tb + ((c + 2) % 3);
+ }
+ m.corners(Ta, 0).opposite = P1P2;
+ m.corners(Ta, 1).opposite = P2P0;
+ m.corners(Ta, 2).opposite = ca_old[1].prev;
+ m.corners(Tb, 0).opposite = P0P2;
+ m.corners(Tb, 1).opposite = P2P1;
+ m.corners(Tb, 2).opposite = cb_old[1].prev;
+ for (int c = 0; c < 3; c++) {
+ m.corners(m.corners(Ta, c).opposite).opposite = 3 * Ta + c;
+ m.corners(m.corners(Tb, c).opposite).opposite = 3 * Tb + c;
+ }
+ // replace P0,P1,P2 on the top with P0b,P1b,P2b.
+ for (map<int, bool>::iterator tti = topTris.begin(); tti != topTris.end(); tti++) {
+ // cout << "H " << tti->first << " : " << m.tris(tti->first).c[0] << " " <<
+ // m.tris(tti->first).c[1] << " " << m.tris(tti->first).c[2] << " " << endl;
+ for (int i = 0; i < 3; i++) {
+ int cn = m.tris(tti->first).c[i];
+ set<int> &ring = m.get1Ring(cn).nodes;
+
+ if (ring.find(P0) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
+ cn != P1b && cn != P2b) {
+ ring.erase(P0);
+ ring.insert(P0b);
+ m.get1Ring(P0).nodes.erase(cn);
+ m.get1Ring(P0b).nodes.insert(cn);
+ }
+ if (ring.find(P1) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
+ cn != P1b && cn != P2b) {
+ ring.erase(P1);
+ ring.insert(P1b);
+ m.get1Ring(P1).nodes.erase(cn);
+ m.get1Ring(P1b).nodes.insert(cn);
+ }
+ if (ring.find(P2) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
+ cn != P1b && cn != P2b) {
+ ring.erase(P2);
+ ring.insert(P2b);
+ m.get1Ring(P2).nodes.erase(cn);
+ m.get1Ring(P2b).nodes.insert(cn);
+ }
+ if (cn == P0) {
+ m.tris(tti->first).c[i] = P0b;
+ m.corners(tti->first, i).node = P0b;
+ m.get1Ring(P0).tris.erase(tti->first);
+ m.get1Ring(P0b).tris.insert(tti->first);
+ }
+ else if (cn == P1) {
+ m.tris(tti->first).c[i] = P1b;
+ m.corners(tti->first, i).node = P1b;
+ m.get1Ring(P1).tris.erase(tti->first);
+ m.get1Ring(P1b).tris.insert(tti->first);
+ }
+ else if (cn == P2) {
+ m.tris(tti->first).c[i] = P2b;
+ m.corners(tti->first, i).node = P2b;
+ m.get1Ring(P2).tris.erase(tti->first);
+ m.get1Ring(P2b).tris.insert(tti->first);
+ }
+ }
+ }
+
+ // m.sanityCheck(true, &deletedNodes, &taintedTris);
+
+ return;
+ }
+ return;
+ }
+ if (ca_old[1].opposite >= 0 && ca_old[2].opposite >= 0 && cb_old[1].opposite >= 0 &&
+ cb_old[2].opposite >= 0 && ca_old[0].opposite >= 0 && cb_old[0].opposite >= 0 &&
+ ((m.corners(ca_old[1].opposite).node ==
+ m.corners(ca_old[2].opposite).node && // two-pyramid tubey case (6 tris, 5 verts)
+ m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node &&
+ (m.corners(ca_old[1].opposite).node == m.corners(cb_old[1].opposite).node ||
+ (m.corners(ca_old[1].opposite).node == cb_old[0].node && // single tetrahedron case
+ m.corners(cb_old[1].opposite).node == ca_old[0].node))) ||
+ (m.corners(ca_old[0].opposite).tri == m.corners(cb_old[0].opposite).tri &&
+ m.corners(ca_old[1].opposite).tri == m.corners(cb_old[0].opposite).tri &&
+ m.corners(ca_old[2].opposite).tri ==
+ m.corners(cb_old[0].opposite).tri // nonmanifold: 2 tris, 3 verts
+ && m.corners(cb_old[0].opposite).tri == m.corners(ca_old[0].opposite).tri &&
+ m.corners(cb_old[1].opposite).tri == m.corners(ca_old[0].opposite).tri &&
+ m.corners(cb_old[2].opposite).tri == m.corners(ca_old[0].opposite).tri))) {
+ // both top and bottom are closed pyramid caps, or it is a single tet
+ // delete the whole component!
+ // flood fill to mark all triangles in the component
+ map<int, bool> markedTris;
+ queue<int> triQ;
+ triQ.push(trinum);
+ markedTris[trinum] = true;
+ int iters = 0;
+ while (!triQ.empty()) {
+ int trival = triQ.front();
+ triQ.pop();
+ for (int i = 0; i < 3; i++) {
+ int newtri = m.corners(m.corners(trival, i).opposite).tri;
+ if (markedTris.find(newtri) == markedTris.end()) {
+ triQ.push(newtri);
+ markedTris[newtri] = true;
+ }
+ }
+ iters++;
+ }
+ map<int, bool> markedverts;
+ for (map<int, bool>::iterator mit = markedTris.begin(); mit != markedTris.end(); mit++) {
+ taintedTris[mit->first] = true;
+ markedverts[m.tris(mit->first).c[0]] = true;
+ markedverts[m.tris(mit->first).c[1]] = true;
+ markedverts[m.tris(mit->first).c[2]] = true;
+ }
+ for (map<int, bool>::iterator mit = markedverts.begin(); mit != markedverts.end(); mit++)
+ deletedNodes.push_back(mit->first);
+ return;
+ }
+
+ //////////////////////////
+ // begin original edge collapse
+
+ // update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
+ // TODO: handleTriPropertyEdgeCollapse(trinum, P0,P1, ca_old[0], cb_old[0]);
+
+ m.mergeNode(P0, P1);
+
+ // Move position of P0
+ m.nodes(P0).pos = endpoint + 0.5 * edgevect;
+
+ // Preserve connectivity in both triangles
+ if (ca_old[1].opposite >= 0)
+ m.corners(ca_old[1].opposite).opposite = ca_old[2].opposite;
+ if (ca_old[2].opposite >= 0)
+ m.corners(ca_old[2].opposite).opposite = ca_old[1].opposite;
+ if (haveB && cb_old[1].opposite >= 0)
+ m.corners(cb_old[1].opposite).opposite = cb_old[2].opposite;
+ if (haveB && cb_old[2].opposite >= 0)
+ m.corners(cb_old[2].opposite).opposite = cb_old[1].opposite;
+
+ ////////////////////
+ // mark the two triangles and the one node for deletion
+ taintedTris[ca_old[0].tri] = true;
+ m.removeTriFromLookup(ca_old[0].tri);
+ if (haveB) {
+ taintedTris[cb_old[0].tri] = true;
+ m.removeTriFromLookup(cb_old[0].tri);
+ }
+ deletedNodes.push_back(P1);
+ numCollapses++;
+}
+
+} // namespace Manta